/*
//=======================================================================================
//	BLOCK OVERLOAD - Base item classes and definitions
//=======================================================================================

THIS PRODUCT CONTAINS SOFTWARE TECHNOLOGY LICENSED FROM:
	Valve Corporation - Copyright(c) 1996-2002, Valve LLC. All rights reserved.
	Id Technology - Copyright(c) 1996 Id Software, Inc. All Rights Reserved.

YOU MAY COPY, MODIFY, AND DISTRIBUTE THE SDK AND ANY MODIFICATIONS YOU MAKE TO THE SDK
IN SOURCE AND OBJECT CODE FORM, BUT ONLY FOR FREE AND FOR NON-COMMERCIAL PURPOSES.

PLEASE READ ATTACHED license.txt FILE FOR MORE INFO!

//=======================================================================================
*/
#ifndef ITEMS_H
#define ITEMS_H

//=======================
// BASE items classes
//=======================
class CWorldItem : public CBaseEntity
{
public:
	void	KeyValue(KeyValueData *pkvd ); 
	void	Spawn( void );
	int	m_iType;
};

class CItem : public CBaseDelay	// g-cont. changed to CBaseDelay to allow firing delay
{
	DECLARE_CLASS( CItem, CBaseDelay );
public:
	void		Spawn( void );
	CBaseEntity*	Respawn( void );
	void		ItemTouch( CBaseEntity *pOther );
	void		Materialize( void );
	void		StartItem( void );
	virtual BOOL	MyTouch( CBasePlayer *pPlayer ) { return FALSE; };

	DECLARE_DATADESC();

	// g-cont. just for fun
	virtual int ObjectCaps( void ) { return (BaseClass :: ObjectCaps()) | FCAP_HOLDABLE_ITEM; }
};

//===============================
//	BLOCK OVERLOAD - Food items
//===============================
/*
class CHealthKit : public CItem
{
	DECLARE_CLASS( CHealthKit, CItem );
public:
	void Spawn( void );
	void Precache( void );
	BOOL MyTouch( CBasePlayer *pPlayer );
};
*/

#endif // ITEMS_H
